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Postby kerianvalentine » Sat Mar 10, 2007 5:36 pm

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Kenshin who? Kenshin who?

Bushido
PL 10/PP 150
Attributes: STR 20, DEX 18, CON 18, INT 16, WIS 18, CHA 16

Skills:
Acrobatics 12+4 = 16
Climb 4+5 = 9
Diplomacy 12+3 = 15
Escape Artist 8+4 = 12
Intimidate 12+3 = 15
Notice 12+4 = 16
Sense Motive 12+4 = 16
Stealth 8+4 = 12

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Attack Specialization (Katana) 4, Blind-Fight, Defensive Attack, Defensive Roll 3, Distract (Intimidate), Dodge Focus 5, Elusive Target, Evasion 2, Fearless, Hide-In-Plain-Sight, Improved Block 1, Improved Critical (Katana) 10, Improved Disarm, Improved Initiative, Improved Sunder, Improved Throw, Improved Trip, Instant Up, Interpose, Jack-Of-All-Trades, Move-By Action, Power Attack, Redirect, Startle, Stunning Attack, Takedown Attack 2, Uncanny Dodge (Sight)

Powers:
Bushido Blades 7 (Hard-To-Lose Devices, Limited: Bushido)
Protection 2

Bushido Blades
Mimic 7 (5/rank, Channeling)
Mighty Autofire 2 (Decreased Interval) Strike 1
Deflect (Arrows) 2

Init/Defense: +4/15
Saves: FORT +4, REF +4, WILL +4, TOUGH +9
Attack/Damage: +0 (+8 Katanas)/+6 (Katanas)

Notes:
Bushido is -cool-. Cool like Kenshin, cool like a cucumber. He's a master swordsman, but more than that, he has that Mimic.

The Mimic allows Bushido's ancestors hiding in the sword to take control of Bushido and guide him along. Bushido's dual swords also add Autofire 2 to his attacks, making his strikes quick and damaging. He's strong, he's fast, and he can take advantage of the whole battlefield, filling his caps with almost any combat feat in the book and at the same time being able to block strikes with those blades or his bare hands.

He's pretty cool. I wonder if he could take Kenshin...or maybe Aoshi...
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Postby Psistrike » Sat Mar 10, 2007 5:46 pm

Ah, only saw Bushido on Teen Titans but what I saw was great. And test him against Kenshin, make the fight happen because of some misunderstanding. :D
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Postby kerianvalentine » Sat Mar 10, 2007 5:51 pm

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Omen (Lillith Clay)
PL 10/PP 150
Attributes: STR 12, DEX 14, CON 14, INT 20, WIS 20, CHA 20

Skills:
Bluff 8+5 = 13
Diplomacy 8+5 = 13
Gather Information 8+5 = 13
Intimidate 4+5 = 9
Investigate 8+5 = 13
Notice 4+5 = 9
Search 12+5 = 17
Sense Motive 12+5 = 17

Feats:
Accurate Attack, Assessment, Attack Specialization (Telekinetics) 3, Attractive 1, Connected, Contacts, Distract (Bluff), Eidetic Memory, Fearsome Presence 10, Inspire 5, Jack-Of-All-Trade, Leadership, Master Plan, Move-By Action, Redirect, Ritualist, Set-Up, Taunt, Trance

Powers:
Super-Senses (Precognition)
Telelocation 5
Telepathy 4
Damaging Telekinesis 6
Force Field 4
Shield 9

Init/Defense: +2/19
Saves: FORT +2, REF +2, WILL +5, TOUGH +6
Attack/Damage: +0 (+6 Telekinesis)/+1 (+6 Telekinesis)

Notes:
I'll be honest, I have no idea who Lilith Clay is. I looked her up on Wikipedia and followed her to the Titans Tower, where I got a fairly good idea of her powers.

She's a powerful psion, and hopefully I managed to capture that. She also started a Titans West group, which means she's quite the leader as well - the lady's good at support, but absolutely -awful- front-lines. Keep Lilith in the back, Inspiring, Leading, and Telekinetically hurling things around or punching people in the face. She's not a glass-jaw, but she's pretty physically weak - that's probably less than accurate, but that's my build. If only I knew who she was, it'd probably be a little better. Sorry if this looks bad to anyone...I did try.
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Postby Psistrike » Sat Mar 10, 2007 5:58 pm

You did a great job of stating her up considering what you know about her. I don't know anything about her myself. :?
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Postby kerianvalentine » Sat Mar 10, 2007 6:08 pm

Research, research, research. Comics are one of the most completely entered categories on Wikipedia - I don't know 90% of the comics characters I'm statting (or didn't, originally, anyway), and after a lot of research from Wiki, the build comes out pretty quick.

I do know all the Kenshin characters and a lot of the others, though. Archie comics, Miscellaneous Characters, and so on, I know from memory.
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Postby kerianvalentine » Sat Mar 10, 2007 6:08 pm

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BANZAI!
Agumon
PL 10/PP 150
Attributes: STR 10, DEX 12, CON 16, INT 12, WIS 12, CHA 14

Skills:
Acrobatics 4+1 = 5
Bluff 8+2 = 10
Climb 8+0 = 8
Diplomacy 4+2 = 6
Notice 8+1 = 9
Sense Motive 8+1 = 9

Feats:
Attack Focus (Ranged) 4, Beginner's Luck, Defensive Roll 3, Dodge Focus 5, Elusive Target, Interpose, Move-By Attack, Power Attack, Taunt

Powers:
Blast 5
Greymon Digivolution 20 (Alternate Form)
Morph (Metamorph) 1 (Limited: Requires Crest)

Greymon Digivolution
Innate Permanent Growth 8
Blast 10 (Alternate Power: Autofire 1 Blast 5)
Impervious Protection 5
Shield 5
Enhanced Feats (Attack Focus: Ranged 5, Attack Focus: Melee 10)
Mighty Strike 1
Leaping 1
Metalgreymon Digivolution 5 (Limited: Requires Crest)

Metalgreymon Digivolution
Accurate Homing Area [Explosion] Blast 4
Innate Permanent Growth 4


Init/Defense: +1/15
Saves: FORT +3, REF +1, WILL +1, TOUGH +6
Attack/Damage: +0 (+4 Ranged)/+0 (+5 Blast)


Notes:

Agumon is only good with his Digivolutions. When he changes into Greymon, he gains uber attacks. When he goes into Metalgreymon, he gets even MORE powerful...

His Wargreymon form is actually a limited (Requires Crest) Morph (Metamorph). I'm still statting that one out in my head.

He's pretty awesome if you can stand to play somebody who's pointless without a double-Alternate Form.
Last edited by kerianvalentine on Sun Mar 11, 2007 5:17 pm, edited 1 time in total.
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Postby kerianvalentine » Sat Mar 10, 2007 6:34 pm

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TERRA FORCE!
Wargreymon
PL 10/PP 150
Attributes: STR 25, DEX 20, CON 30 (Impervious), INT 16, WIS 18, CHA 12

Skills:
Acrobatics 12+5 = 17
Intimidate 12+7 = 19
Sense Motive 12+4 = 16

Feats:
Acrobatic Bluff, Benefit (Uses STR bonus for Intimidate)

Powers:
Terra Force 10 (Area [Explosion] Blast)
Dramon Destroyer 5 (Penetrating Strike)
Flight 2

Init/Defense: +5/10
Saves: FORT +10, REF +5, WILL +4, TOUGH +10 (Impervious)
Attack: +7/+7 (+10 Terra Force, +5 Dramon Destroyer)

Notes:

Wargreymon is -scary-. Quite literally a combat god, this metamorphed form of Agumon requires a Crest for a very, very good reason - just -LOOK- at those stats!

If you fight him, his Dramon Destroyer will pierce your hide and weaken your toughness, and then he'll send a Terra Force Bomb your way and rip the place apart. 100-foot radius with Terra Force.

Wow. And if you manage to -hit- him, his "Chrome Digisoid" (I can't believe I remember that) armor will deflect it. Quite literally, Wargreymon is the epitome of the first two seasons of Digimon. (The third season, with the Dark Masters, blows him out of the water with Piedmon, who is my absolute favorite digimon EVER and may get statted up soon.)
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Postby kerianvalentine » Sat Mar 10, 2007 6:55 pm

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You ever see 'It'? I'm worse.
Piedmon
PL 10/PP 150
Attributes: STR 14, DEX 29, CON 20, INT 20, WIS 20, CHA 16

Skills:
Acrobatics 12+9 = 21
Bluff 8+3 = 11
Disguise 8+3 = 11
Escape Artist 12+9 = 21
Intimidate 8+3 = 11
Sense Motive 12+5 = 17

Feats:
Acrobatic Bluff, Dodge Focus 15, Master Plan


Powers:
Trump Sword (Blast 10)
Clown Trick (Morph 3)
Final Spell (Area [Cone] Blast 7)
Teleport 1 (Turnabout)

Init/Defense: +10/25
Saves: FORT +5, REF +10, WILL +5, TOUGH +5
Attack/Damage: +6/+2 (+10 Blasts/+8 Final Spell)


Notes:
MAN that's a scary clown. He does huge damage with every attack, he can feint like a GOD...and he's a passable Mastermind, too, with his Master Plan.

But really, he's just an extremely scary clown with an extremely glassy jaw. If you manage to hit him, he's...well, probably going down.
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Postby kerianvalentine » Sat Mar 10, 2007 7:30 pm

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Dracula? You've confused me for someone else, my dear Mister Helsing.

Myotismon
PL 10/PP 150
Attributes: STR 16, DEX 18, CON N/A, INT 30, WIS 30, CHA 20

Skills:
Acrobatics 4+4 = 8
Bluff 8+5 = 13
Diplomacy 8+5 = 13
Intimidate 8+5 = 13
Sense Motive 8+10 = 18

Feats:
Attractive 2, Connected, Fascinate (Diplomacy), Minions 10, Leadership, Master Plan, Ritualist, Well-Informed

Powers:
Night Raid (Summon Fanatic Minion Horde 1, Progression 10)
Bloody Stream (Extended Reach 4 Precise Strike 10, A.P.: Reversible Improved Range 2 Tether Snare 5)
Death Scream (Ranged Paralyze 5)
Mist-Lord (Partial Visual Obscure 10, Progression 3)
Shield 9
Blood-Boost (Personal [Concentration] Boost [Toughness Save] 10, Limited: Requires Blood, Slow Fade, Triggered [Mental Command], Subtle)
Flight 2

Init/Defense: +4/20
Saves: FORT N/A, REF +4, WILL +10, TOUGH +0
Attack/Damage: +6/+3 (+10 Bloody Stream)

Drawbacks:
Power Loss (Sunlight, 2 points)
Weakness (Sunlight, Major, +3 Points)


Notes:
I've outdone myself with this build, if I can be allowed to toot my own horn. Myotismon's attacks all use the Japanese names ("Grisly Wing, Crimson Lightning, Nightmare Claw" in order).

Myotismon requires blood to not only survive but to make himself a true threat. Normally he's a glass-jawed vampire - however, his Triggered Boost -basically- gives him a huge bonus if he's fed earlier. Myotismon can also cover approximately a 10-mile radius with his Mist-Lord ability.

His Night Raid allows him to release those 15-point bats he loves so much.

Night Raid Bats
PL 10/PP 15
Attributes: STR 10, DEX 10, CON N/A, INT N/A, WIS N/A, CHA N/A

Skills:
N/A

Feats:
Attack Focus (Melee) 8

Powers:
Immunity (Fortitude Saves)
Strike 2
Permanent Innate Shrinking 8
Drain (Constitution) 7
Flight 2

Init/Defense: +0/14
Saves: FORT (Immune), REF +0, WILL +0, TOUGH +0
Attack/Damage: +10 Melee/+0 (+2 Strike/+7 Drain)


The bats have one purpose: weakning enemies for Myotismon to whup/whip.

Note: The bats have no Wisdom score, and thus gain +10 more points, making them effectively +40-point constructs. 55 points because they have no saves (immunity to FORT does go a long way, though).
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Postby kerianvalentine » Sat Mar 10, 2007 7:52 pm

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Dracula, meet The Mummy!

Mummymon
PL 10/PP 150
Attributes: STR 12, DEX 20, CON N/A, INT 15, WIS 10, CHA 10

Skills:
Acrobatics 12+5 = 17
Sense Motive 12+0 = 12

Feats:
Acrobatic Bluff, Acrobatic Shock, All-Out Attack, Ambidexterity, Attack Focus (Ranged) 10, Dodge Focus 7, Defensive Roll 5

Powers:
Necrophobia (Autofire 2 [Defense Interval] Area [Cone] Blast 10)
Snake Bandage [Tether Snare 10]
Immunity (Fort Saves)
Morph 1 ("Human" form)

Init/Defense: +4/17
Saves: FORT (Immunity), REF +5, WILL +0, TOUGH +5
Attack/Damage: +10/+10

Notes:
Mummymon is a freaking BEAST. Unlike the other undead Digimon (Myotismon, Phantomon, Bakemon), Mummymon can take you to the curb with nothing but his own powers. Where Myotismon and Phantomon work through proxy (using bats and Bakemon), Mummymon takes out Obelisk (his gun) and blows you away with Necrophobia (a MASSIVE burst of Machine-Gun Fire that covers a whole cone of damage and does a ton of hurt - it can hit +15 if Mummymon surpasses your defense by -5-.)

Mummymon's also got his FANTASTIC snare, Snake Bandage, where he uses his own bandages to wrap you in his body. Mummymon can also morph into his "Human" form and back.


Acrobatic Shock allows the use of Acrobatics to demoralize a foe.
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Postby kerianvalentine » Sat Mar 10, 2007 8:05 pm

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Lucemon Chaos Mode
PL 10/PP 150
Attributes: STR 20, DEX 20, CON 10, INT 20, WIS 20, CHA 20

Skills:
Intimidate 12+5 = 17
Sense Motive 12+5 = 17

Feats:
Startle

Powers:
Paradise Lost (Mighty Autofire 2 Strike 5)
Dead or Alive (Constricting Backlash Snare 10)
Protection 10
Shield 2
Flight 5

Init/Defense: +5/12
Saves: FORT +0, REF +5, WILL +5, TOUGH +10
Attack/Damage: +8/(+10 Paradise Lost/+10 Dead or Alive)

Notes:

Lucemon Chaos Mode is the easiest character you'll ever see to stat, but also one of the strangest. His basic effect, Paradise Lost, is a strike that deals massive damage in combo form (multiple kicks and punches).

Dead or Alive, however, is totally different. The Wikipedia description of the effect is:

Ultimate Sacrifice (Dead or Alive): He uses an orb of light to hold the target in place and mixes it with an orb of darkness which traps the target within the two rotating spheres. The spheres explodes, injuring whoever is trapped inside.

which I take to mean that the enemy cannot move and then keeps taking damage until death or escape. Constricting is a nice way to represent this - the light and darkness grind together until the character escapes (and it explodes) or dies (and it explodes). He's very, very powerful.

That said, Lucemon (Chaos Mode) is also very, very straightforward, like all the Digimon who can't digivolve without a Plot Device effect (he DOES digivolve, but only after being beaten, as a "WTF OH NOES" effect for the players).
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Postby kerianvalentine » Sat Mar 10, 2007 9:04 pm

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Takatomon? Takatomon? Takatomon? Takatomon? Takatom...JUST SHUT UP!

Guilmon
PL 10/PP 150
Attributes: STR [20/28/52], DEX 18, CON [18/22/32], INT 12, WIS 16, CHA 14

Skills:
Acrobatics 4+4 = 8
Climb 8+5 = 13

Feats:
Acrobatic Bluff

Powers:
Fireball (Blast 5)
Mighty Strike 2
Growlmon Digivolution 29 (Alternate Form, Limited x2: Requires Blue Card and Calumon)

Growlmon
Exhaust Flame [Blast 8]
Dragon Slash (Penetrating Strike 6)
Permanent Growth 4
Wargrowlmon Digivolution 20 (Alternate Form)

Wargrowlmon
Atomic Blaster (Line Blast 10)
Double Edge (Thrown Penetrating Strike 10)
Shield 10
Permanent Growth 8
Enhanced Strength 8
Mind Shield 7


Init/Defense: +4/[10/9/18]
Saves: FORT [+4/+9/+11], REF +4, WILL [+3/+3/+10], TOUGH [+4/+4/+10]
Attack/Damage: [+5/+4/+3]/[(+5 Blast/+10 Strike)/(+8/+6)/(+10/+10)]


Notes:
Hah. Wow. This is a stupidly complicated character - I really learned to dislike Guilmon from this. Remind me never to attempt a stunt like this again.

Anyway, the BASICS of Guilmon are that he's a very powerful fighter in his rookie form, but when he goes into Growlmon and WarGrowlmon forms, he becomes a demigod of combat. Growlmon's attacks are very powerful and penetrating (and he's Large-sized). WARGrowlmon's attacks are RIDICULOUSLY damaging, destroy massive areas, AND he's a Huge character. By the time Guilmon becomes WarGrowlmon, accuracy is a moot point - he's firing Atomic Blaster left and right, doing HUGE line damage to everything in the way - it ends up leveling areas of the Digital World very, very quickly.
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Postby kerianvalentine » Sat Mar 10, 2007 9:05 pm

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Lumiere...gone so wrong.

Candlemon
PL 10/PP 150
6
Attributes: STR 10, DEX 10, CON 20, INT 20, WIS 20, CHA 10

Skills:
Sense Motive 12+5 = 17

Feats:
Attack Specialization (Bonfire) 2

Powers:
Bonfire (Blast 5, A.P.: Accurate Area [Cone] Blast 3)
Wizardmon Digivolution 18 (Alternate Form)


Wizardmon
Thunder Blast 10 [Blast]
Magical Game 5 [Variable Power, 5/rank]
Enhanced Attributes (Dexterity 10)
Shield 10
Enhanced Skills (Intimidate 12)
Enhanced Feats (Fearsome Presence 7)
Mystimon Digivolution 3

Mystimon
Protection 5
Strike 10

Init/Defense: [+0/+5/+5]/[10/20/20]
Saves: FORT +5, REF [+0/+5/+5], WILL +5, TOUGH [+5/+5/+10]
Attack: +4/[+5/+10/+10]


Notes:

Right here is the digimon I would play if given the chance. Candlemon alone is absolute crap - he's got a decent FORT and WILL save, but that's -it-. However...

...when he digivolves, he becomes Wizardmon, with access to (*GASP*) a Variable Power called Magical Game. Magical Game gives Wizardmon 25 points to play around with, which he normally puts into a Blast with an effect [Homing Area Blast 8] or an Illusion or some other cool magical effect. Finally, Wizardmon is able to digivolve into the even MORE powerful Mystimon, whose mighty sword cleaves foes in half and still alows him to fire Magical Game's attacks or the Fire or Thunder blasts.

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Small side-note, Wizardmon uses Magical Game to fly.
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Postby kerianvalentine » Sat Mar 10, 2007 9:18 pm

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Kid Eternity, Agent of C.H.A.O.S.!

Kid Eternity
PL 10/PP 150
Attributes: STR 14, DEX 14, CON 16, INT 20, WIS 20, CHA 16

Skills:
Bluff 12+3 = 15
Diplomacy 8+3 = 11
Knowldge (History) 12+5 = 17
Notice 12+5 = 17
Search 4+5 = 9
Sense Motive 12+5 = 17

Feats:
Assessment, Attractive, Connected, Contacts, Dodge Focus 15, Eidetic Memory, Fearless, Leadership, Master Plan, Set-Up, Taunt

Powers:
Summon Fanatical Type x2 [Demons] Horde 10 (Progression 10)

Init/Defense: +2/25
Saves: FORT +3, REF +2, WILL +5, TOUGH +3
Attack/Damage: +0/+0

Notes:
Kid Eternity quite literally requires his broad-typed minions to be effective. I wouldn't recommend allowing a player to play Kid Eternity (though he is game-legal); he's a freaking -god-, though, and can summon up to 1000 minions of Demonic type. The demons automatically disguise themselves as historical figures.

Kid Eternity would be -really- fun if you limited him to ten or so minions/round (like with Faust, a random number based on his maximum), but he'd also slow down the game (though without Heroic, his demons do drop like flies).
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Postby kerianvalentine » Sat Mar 10, 2007 9:47 pm

And Kid Eternity is build 150! Hoorah for moi!
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